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|availability = [[Unlockable character|Unlockable]] (3DS)<br>[[Starter character|Starter]] (Wii U) | |availability = [[Unlockable character|Unlockable]] (3DS)<br>[[Starter character|Starter]] (Wii U) | ||
|tier = G | |tier = G | ||
|ranking = | |ranking = 53 | ||
}} | }} | ||
'''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') is a playable character in ''[[Super Smash Bros. 4]]''. Alongside {{SSB4|R.O.B.}}, he was officially revealed as a playable [[veteran]] on October 15th, 2014, although he was leaked | '''Ganondorf''' ({{ja|ガノンドロフ|Ganondorofu}}, ''Ganondorf'') is a playable character in ''[[Super Smash Bros. 4]]''. Alongside {{SSB4|R.O.B.}}, he was officially revealed as a playable [[veteran]] on October 15th, 2014, although he was leaked four times prior to his reveal: via [[Leak#ESRB leak|video footage]] from ESRB, outside the in-game stage boundaries in an [https://www.youtube.com/watch?v=omeOylQYkuU&t=56s official video] (later replaced with a nearly-identical video sans Ganondorf), in Twitch livestreams and even a mention in [[Masahiro Sakurai]]'s Pic of the Day five days before his official reveal. | ||
As in ''[[Super Smash Bros. Brawl]]'', Hironori Miyata's portrayal of Ganondorf from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'' was repurposed for ''Smash 4'', with mostly returning voice clips from ''Brawl'', and in addition to some new ones sourced from the game. | As in ''[[Super Smash Bros. Brawl]]'', Hironori Miyata's portrayal of Ganondorf from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'' was repurposed for ''Smash 4'', with mostly returning voice clips from ''Brawl'', and in addition to some new ones sourced from the game. | ||
Ganondorf is ranked | Ganondorf is ranked 53rd out of 55 on the [[tier list]], placing him in the G tier and tying him with {{SSB4|Zelda}}. This is a very slight improvement from his ranking in ''Brawl'', where he was the game's lowest-ranking character. As in previous games, Ganondorf remains as the game's archetypal super [[weight|heavyweight]], boasting high endurance, slow yet powerful moves that can KO foes very early, along with a capable [[edgeguard]]ing game courtesy of hard-hitting aerials. This is further enhanced by the buffs to his mobility, combo game and already high power, in addition to the general changes to game mechanics patching up several key weaknesses he had in ''Brawl''. Altogether, Ganondorf's high power allows him to deal ruthless punishes when the opportunity arises, in addition to being capable of ending stocks with very few hits. | ||
However, Ganondorf still remains significantly disadvantaged by his slow mobility, very sluggish frame data when compared to the cast, and large target, making him exceptionally susceptible to rushdowns, combos and [[projectile]] [[camping]], in addition to giving him a linear [[approach]]. His grab game, outside of [[Flame Choke]], is also very lackluster, while his [[recovery]] is still easily exploitable due to being slow, linear and predictable. Finally, Ganondorf has a fair number of unrewarding moves that can neither combo or KO reliably, despite his overall power. | However, Ganondorf still remains significantly disadvantaged by his slow mobility, very sluggish frame data when compared to the cast, and large target, making him exceptionally susceptible to rushdowns, combos and [[projectile]] [[camping]], in addition to giving him a linear [[approach]]. His grab game, outside of [[Flame Choke]], is also very lackluster, while his [[recovery]] is still easily exploitable due to being slow, linear and predictable. Finally, Ganondorf has a fair number of unrewarding moves that can neither combo or KO reliably, despite his overall power. | ||
As a result of these factors, Ganondorf still relies primarily on punishes and hard reads, and his weaknesses from ''Brawl'' are still prominent; however, he is commonly considered to fare better against difficult matchups, despite still being poor overall. This has resulted in Ganondorf gaining a low amount of representation in tournaments, in addition to attaining minimal success. Nevertheless, he is popular in the ''SSB4'' community due to his extremely strong, over-the-top, and extravagant punishment options that can easily KO unaware opponents, with a number of dedicated players such as {{sm|Gungnir}}, {{sm|Vermanubis}} and {{sm|Pon}}, some of which even use him as a solo main in tournaments despite his standing on the tier list. | As a result of these factors, Ganondorf still relies primarily on punishes and hard reads, and his weaknesses from ''Brawl'' are still prominent; however, he is commonly considered to fare better against difficult matchups, despite still being poor overall. This has resulted in Ganondorf gaining a low amount of representation in tournaments, in addition to attaining minimal success. Nevertheless, he is popular in the ''SSB4'' community due to his extremely strong, over-the-top, and extravagant punishment options that can easily KO unaware opponents, with a number of dedicated players such as {{sm|Gungnir}}, {{sm|Vermanubis}} and {{sm|Pon}}, some of which even use him as a solo main in tournaments despite his standing on the tier list. | ||
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Ganondorf is the epitome of the archetypal heavyweight: he sacrifices speed and mobility for power and endurance, and has a tall frame. Aside from being tied for having the sixth highest [[traction]], Ganondorf's archetype is reflected in his other attributes: he is the fifth [[weight|heaviest]] character, has the second slowest [[walking]] speed, the third slowest [[dashing]] and [[air speed]]s, moderately high [[falling speed]], high [[gravity]] and is tied for the third lowest [[air acceleration]]. However, while he has the third lowest [[jump]] and [[double jump]] heights, he still has the worst total jump height overall due to {{SSB4|Kirby}} and {{SSB4|Jigglypuff}}, the other lower height jumpers, possessing multiple midair jumps to counteract this. As such, Ganondorf is the least mobile character in the game due to his poor speed on both the ground and in the air being ranked among the lowest, as well as having the worst jump heights in the game. | Ganondorf is the epitome of the archetypal heavyweight: he sacrifices speed and mobility for power and endurance, and has a tall frame. Aside from being tied for having the sixth highest [[traction]], Ganondorf's archetype is reflected in his other attributes: he is the fifth [[weight|heaviest]] character, has the second slowest [[walking]] speed, the third slowest [[dashing]] and [[air speed]]s, moderately high [[falling speed]], high [[gravity]] and is tied for the third lowest [[air acceleration]]. However, while he has the third lowest [[jump]] and [[double jump]] heights, he still has the worst total jump height overall due to {{SSB4|Kirby}} and {{SSB4|Jigglypuff}}, the other lower height jumpers, possessing multiple midair jumps to counteract this. As such, Ganondorf is the least mobile character in the game due to his poor speed on both the ground and in the air being ranked among the lowest, as well as having the worst jump heights in the game. | ||
Ganondorf's greatest trait is his raw power. He possesses attacks that are on par with {{SSB4|Bowser}} in terms of damage and knockback, with almost his entire moveset granting him the ability to KO under 150% or even 100% with ease, even if the opponent is in the middle of [[Final Destination_(SSB4)|Final Destination]]. This becomes especially evident with [[rage]], making his [[punishment|punishes]] some of the most potent in ''SSB4'', while several other moves have the ability to KO at exceedingly low percentages, such as an aerial reversed [[Warlock Punch]] (which [[one-hit KO]]s Mario with rage) and sweetspotted up tilt (which KOs middleweights at 33% near the ledge). While Ganondorf's combo game is limited when compared to the majority of the cast, his followups make up for it by dealing high amounts of damage in a short time, such as sourspotted dash attack to up aerial, or the followups from [[Flame Choke]] (either from opponents missing their [[tech]], or through predicting their reactions). Because of his strength, Ganondorf has one of the strongest KO abilities in the game, as he is capable of racking up damage and KOing opponents in less than a few hits. | |||
In addition, his previously mentioned attributes give him | In addition, his previously mentioned attributes give him high survivability and allows him to use rage to full effect, further boosting his already powerful moves at high percentages. Ganondorf's strength also makes mistiming or overusing a shield incredibly deadly, with multiple attacks capable of dealing massive shield damage or outright breaking shields with a single hit. Notable examples of this are up tilt's sweetspot, which can break full shields, his forward and up smashes and aerial [[Wizard's Foot]]. He can also play [[mindgames]] to make opponents with low shield health play more carefully as a single hit from one of his attacks can break their shield or KO them at relatively low percentages. | ||
Ganondorf | Ganondorf is among the best [[edgeguard]]ers in the game, as his powerful aerials are relatively fast for their immense power (excluding forward aerial and down aerial) and send foes far away from the stage even at medium percents, spelling trouble for any fighter without a long-distance recovery. His down aerial is the most powerful [[meteor smash]] in the game with low ending lag, and his up aerial's late hitbox is among the best [[gimp]]s in the game with its [[semi-spike]] angle and high [[hitstun]]. Finally, his back aerial is a deceptively fast, safe and powerful KO move, as it starts up as fast as {{SSB4|Captain Falcon}}'s with relatively little lag and can autocancel in a short hop, despite its immense power. His grounded moveset is also useful for punishing impromptu recoveries, such as using an up tilt against badly positioned fighters or an up smash against horizontal recovering characters like {{SSB4|Ike}}. Ganondorf also has the lowest and safest ledge grab, allowing him to camp on the ledge effectively and giving him decent protection from opponents when hanging from a ledge. | ||
However, Ganondorf possesses many | However, Ganondorf possesses many notable flaws. His shield is very vulnerable to [[shield stab]]bing due to its small size relative to his height. Also, small characters, such as {{SSB4|Pikachu}}, can easily avoid his attacks due to the majority of his moves having short range, poorly placed hitboxes with low durations, while also extending his hurtboxes and makes him vulnerable to trading or simply being grabbed out of an attack despite being visually out of range. Although Ganondorf's frame data is similar (albeit slightly slower) to {{SSB4|Captain Falcon}}’s in terms of start up (barring neutral attack, up tilt, and Warlock Punch), his attacks are very difficult to land while being easily punished due to high ending lag and/or landing lag; most notoriously, his forward aerial has the highest ending lag out of all of his aerials, and cannot autocancel even from a full hop, forcing Ganondorf to enter the landing animation. As a result of his high end lag, some of his moves are completely unsafe on shield, making it very difficult to take full advantage of his extreme shield breaking capabilities. | ||
Additionally, Ganondorf's overall physics leave him with | Additionally, Ganondorf's overall physics leave him with very poor mobility and approaching options, which makes closing the distance or creating space considerably difficult for him, and he is easily zoned out by projectile characters due to him lacking a projectile himself. Also, his high knockback and sluggish moves, his poor range as well as his terrible air speed all give him a very poor combo game, as he cannot easily or reliably pursue his opponents in the air while his aforementioned high power moves will almost always knock his opponents too far away for follow-ups. However, Ganondorf himself is very easy to combo; his heavy weight, tall stature, low air speed, and unsafe landing options make him very susceptible to combos and juggling, and his poor [[out of shield]] options gives him difficulty protecting himself against rushdowns. Overall, this makes Ganondorf rely heavily on proper spacing and mindgames, as he cannot afford to whiff a single move. | ||
Another prominent weakness is his | Another prominent weakness is his frame data. As mentioned before, all of his moves are burdened with extreme amounts of lag, with very few moves being active before frame 9 (with those moves being limited to up aerial, neutral aerial, standing grab, and neutral attack), while some of his moves do not come out before frame 30, such as [[Warlock Punch]] and his notoriously powerful up tilt. This offsets Ganondorf's powerful KO ability by forcing him to rely on reads and hard punishes, with few effective setups to end stocks via combos. When considering his overall poor speed and frame data, this also makes it difficult for Ganondorf to close the gap between him and an opponent should he be going against a speedy foe, such as {{SSB4|Sheik}}. As a result, he is collectively considered to have among the worst frame data in ''SSB4'', along with {{SSB4|Shulk}}, {{SSB4|Palutena}}, and {{SSB4|King Dedede}}. | ||
Other issues include a | Other issues include a poor grab game. Ganondorf's grab range is surprisingly short despite his size, while his physics, ineffective angles, and high knockback result in his throws having little follow-up, but are not strong enough to KO reliably. However, his forward throw does very high damage and can decently lead into down aerial meteor smashes off-stage, while down throw has fairly low knockback to decently combo (albeit not as good as other character's combo throws). Flame Choke can also work against Ganondorf due to it enforcing unreliable hard reads, especially if [[tech]]ed, with incorrect reads likely putting Ganondorf in a vulnerable position. | ||
His recovery remains very | His recovery remains very lackluster and one is of the worst in the game due to its low distance, low air speed and high vulnerability to edgeguarding and gimps. Flame Choke's and [[Dark Dive]]'s lack of speed, distance and resilience allows Ganondorf to be knocked away by even the weakest of moves, despite the former's fearsome sacrificial KO potential. Even if Dark Dive is landed and lets him reuse the move, it's high ending lag also makes it highly susceptible to being teched and punished, with opponents being able to act before Ganondorf can. | ||
Finally, despite his status as a powerhouse, Ganondorf still possesses some moves that offer little reward due to their inability to combo reliably or | Finally, despite his status as a powerhouse, Ganondorf still possesses some moves that offer little reward due to their inability to combo reliably or KO at realistic percentages (with some not even KOing past 200%), such as his neutral attack's sourspot, neutral aerial's late hitboxes, Dark Dive, and all of his throws. | ||
Ganondorf drastically benefits from some of his custom moves | Ganondorf drastically benefits from some of his custom moves; most notably, Wizard's Dropkick and Dark Fists. While Wizard's Dropkick is weaker, cannot [[meteor smash]], and has slightly more ending lag when performed in the air, it is excellent against projectiles and for recovery, acting as a superior version of [[Flame Choke]]'s recovery that does not leave him helpless while allowing Ganondorf to fly over projectiles while attacking. Dark Fists is a two-hit attack with better horizontal reach, [[armor]], and very potent power, giving him impressive protection against edgeguarders if used as a recovery and a very effective out-of-shield option, something that he lacks. When using both of these moves on his moveset, Ganondorf is granted a very efficient recovery and improved offensive prowess, as he can travel high distances while being exceedingly difficult to edgeguard without being punished. For other notable customs, Warlock Blade offers better utility over Warlock Punch due to its lower start-up, increased range, [[transcendent priority]], and high shield damage, but replaces one of Ganondorf's best punishing options due to its reduced strength. Flame Chain and Flame Wave are semi-viable alternatives to Flame Choke, with the former being a multiple hitting attack with decent horizontal knockback and the latter having high damage and strong KO power; however, both are laggier and sacrifice powerful combos, while the latter covers significantly less distance, to the point where it only reaches opponents directly in front of Ganondorf. The rest of his custom moves are ineffective as they offer very little bonuses over the default or other custom moves; the best example is Warlock Thrust, which has extremely minimal KO power and high ending lag to overwhelmingly outweigh its benefits of a larger hitbox and faster start-up. However, while his [[Character customization|custom moves]] address his recovery issues and make him a more dangerous character with better staying power, they are not allowed in the standard metagame. | ||
All in all, Ganondorf is a powerhouse who can deal large amounts of damage in only a few hits and just as easily finish off an opponent with a single, well-placed attack, though he suffers from lackluster mobility, poorly placed hitboxes and reach, frame data, recovery, and lack of approaching and zoning options, forcing him to rely almost completely on punishes and [[mindgame]]s. As such, he still must play very cautiously like in ''Brawl'', patiently waiting and reading the opponent's movements before striking; additionally, the player should not be afraid to allow Ganondorf to trade blows due to his high endurance, but should also keep him onstage as much as possible due to his poor recovery. However, his improved power and miscellaneous buffs have made Ganondorf significantly more effective than in ''Brawl''. As such, Ganondorf is a high risk, high reward character; while he struggles in consistent high-level play, players that are very skilled with reads and mindgames can use his raw power to their advantage and end matches in a flash with the right strategy. Due to these reasons, Ganondorf has among the highest tournament representation out of the G-tier characters and slightly better results than them, but they are still lackluster overall, with most of his success only coming from minor tournaments. Throughout the game's lifespan, Ganondorf has been consistently buffed, though they have not brought him up to speed in comparison to most of the other veterans; thus, he remains in the lowest tier of the current tier list. | All in all, Ganondorf is a powerhouse who can deal large amounts of damage in only a few hits and just as easily finish off an opponent with a single, well-placed attack, though he suffers from lackluster mobility, poorly placed hitboxes and reach, frame data, recovery, and lack of approaching and zoning options, forcing him to rely almost completely on punishes and [[mindgame]]s. As such, he still must play very cautiously like in ''Brawl'', patiently waiting and reading the opponent's movements before striking; additionally, the player should not be afraid to allow Ganondorf to trade blows due to his high endurance, but should also keep him onstage as much as possible due to his poor recovery. However, his improved power and miscellaneous buffs have made Ganondorf significantly more effective than in ''Brawl''. As such, Ganondorf is a high risk, high reward character; while he struggles in consistent high-level play, players that are very skilled with reads and mindgames can use his raw power to their advantage and end matches in a flash with the right strategy. Due to these reasons, Ganondorf has among the highest tournament representation out of the G-tier characters and slightly better results than them, but they are still lackluster overall, with most of his success only coming from minor tournaments. Throughout the game's lifespan, Ganondorf has been consistently buffed, though they have not brought him up to speed in comparison to most of the other veterans; thus, he remains in the lowest tier of the current tier list. | ||
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In some ways, Ganondorf's weaknesses from ''Brawl'' have been amplified. Ganondorf's mobility relative to the cast is even lower as well he has greater dashing speed, many other returning veterans saw even greater increases to their dashing speed, making it even easier for Ganondorf's opponent to rush him down or run away from him. Various returning veterans also walk faster while Ganondorf does not, which does not help him either. Ganondorf's air speed was flat out decreased, now making it among the worst in the entire game (especially when considering the fact that most returning veterans have improved air speed). This both worsens Ganondorf's recovery and it generally makes him even more sluggish in the air, making him easier to chase and avoid while he is in the air. | In some ways, Ganondorf's weaknesses from ''Brawl'' have been amplified. Ganondorf's mobility relative to the cast is even lower as well he has greater dashing speed, many other returning veterans saw even greater increases to their dashing speed, making it even easier for Ganondorf's opponent to rush him down or run away from him. Various returning veterans also walk faster while Ganondorf does not, which does not help him either. Ganondorf's air speed was flat out decreased, now making it among the worst in the entire game (especially when considering the fact that most returning veterans have improved air speed). This both worsens Ganondorf's recovery and it generally makes him even more sluggish in the air, making him easier to chase and avoid while he is in the air. | ||
Despite being one of his most detrimental flaws in the previous game, Ganondorf's recovery has been made even worse (at least on paper). This is not only due to Ganondorf's decreased air speed but the removal of [[armor|grab armor]] also makes Ganondorf's recovery specials even more exploitable. While Ganondorf's faster air dodge and the removal of edge hogging most definitely help him, they do not help him as much as other returning veterans. When combined with numerous other returning veterans having improved recoveries, along with a majority of newcomers possessing solid recoveries of their own, this consolidates Ganondorf's recovery as one of the absolute worst in the game. | Despite being one of his most detrimental flaws in the previous game, Ganondorf's recovery has been made even worse (at least on paper). This is not only due to Ganondorf's decreased air speed but the removal of [[armor|grab armor]] also makes Ganondorf's recovery specials even more exploitable. While Ganondorf's faster air dodge and the removal of edge hogging most definitely help him, they do not help him as much as other returning veterans. When combined with numerous other returning veterans having improved recoveries, along with a majority of newcomers possessing solid recoveries of their own, this consolidates Ganondorf's recovery as one of the absolute worst in the game. | ||
Ganondorf's already poor defensive game has become even worse in some ways. While Ganondorf does have better Out of Shield punish options due to his grab/Dark Dive's slightly increased range/higher reward and his jab's slightly faster speed, his Out of Shield game still remains extremely poor as his grab still has very poor range (in addition to having increased ending lag) and his jab and Dark Dive are still fairly slow options. Ganondorf also flat out lost access to his second fastest Out of Shield option (his landing Wizard's Foot), which notably hurts his Out of Shield game, especially from dealing with opponents from behind. | Ganondorf's already poor defensive game has become even worse in some ways. While Ganondorf does have better Out of Shield punish options due to his grab/Dark Dive's slightly increased range/higher reward and his jab's slightly faster speed, his Out of Shield game still remains extremely poor as his grab still has very poor range (in addition to having increased ending lag) and his jab and Dark Dive are still fairly slow options. Ganondorf also flat out lost access to his second fastest Out of Shield option (his landing Wizard's Foot), which notably hurts his Out of Shield game, especially from dealing with opponents from behind. | ||
Ganondorf's rolls have more ending lag, making them more punishable and overall worse, but his spot dodge in particularly took a rather major hit. Ganondorf's spot dodge has 2 more frames of startup lag, less intangibility and much more ending lag. Its increased startup lag makes it far worse as a defensive tool as it is much less reliable in pressure situations, while its increased ending lag makes it a lot more punishable. As a result, Ganondorf's defensive Out of Shield options have gone from being fairly solid to among the worst, making him even more vulnerable in frame tight, high pressure situations. On a similar note, Ganondorf still possesses one of the slowest air dodges in the game, and its higher landing lag greatly hinders his ability to land, turning his air dodge into an easily exploitable landing option. | Ganondorf's rolls have more ending lag, making them more punishable and overall worse, but his spot dodge in particularly took a rather major hit. Ganondorf's spot dodge has 2 more frames of startup lag, less intangibility and much more ending lag. Its increased startup lag makes it far worse as a defensive tool as it is much less reliable in pressure situations, while its increased ending lag makes it a lot more punishable. As a result, Ganondorf's defensive Out of Shield options have gone from being fairly solid to among the worst, making him even more vulnerable in frame tight, high pressure situations. On a similar note, Ganondorf still possesses one of the slowest air dodges in the game, and its higher landing lag greatly hinders his ability to land, turning his air dodge into an easily exploitable landing option. | ||
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Lastly, Ganondorf overall does not benefit much from the game's universal changes. While the changes to hitstun canceling/DI slightly improve his combo potential, Ganondorf's combo potential still remains very poor overall, while some other returning veterans received much greater combo potential. This means that Ganondorf will still usually only be able to deal one or two hits on his opponent, while they will be able to chain multiple moves together for high damage. This also means that Ganondorf is much more susceptible to combos himself, with his large size and high weight/falling speed/gravity making him a prime target for combos. This also removes [[momentum cancel]]ing which when combined with the introduction of rage, noticeably hinders Ganondorf's endurance. | Lastly, Ganondorf overall does not benefit much from the game's universal changes. While the changes to hitstun canceling/DI slightly improve his combo potential, Ganondorf's combo potential still remains very poor overall, while some other returning veterans received much greater combo potential. This means that Ganondorf will still usually only be able to deal one or two hits on his opponent, while they will be able to chain multiple moves together for high damage. This also means that Ganondorf is much more susceptible to combos himself, with his large size and high weight/falling speed/gravity making him a prime target for combos. This also removes [[momentum cancel]]ing which when combined with the introduction of rage, noticeably hinders Ganondorf's endurance. | ||
As mentioned before, the removal of grab armor noticeably hinders Ganondorf, as it makes his grab and command grabs even more exploitable (which especially hurts him while trying to recover) and while the removal of edge hogging and the changes to air dodges do help Ganondorf's recovery, it helps other returning veterans even more, making it even harder for Ganondorf to abuse his solid edgeguarding. Lastly, as much as rage improves Ganondorf's KO potential, his highly exploitable recovery and lack of practical KO setups means that he does not benefit as much from rage as other heavyweights or even some lighter weight characters, and it can naturally work against him by giving his opponent greater KO potential. | As mentioned before, the removal of grab armor noticeably hinders Ganondorf, as it makes his grab and command grabs even more exploitable (which especially hurts him while trying to recover) and while the removal of edge hogging and the changes to air dodges do help Ganondorf's recovery, it helps other returning veterans even more, making it even harder for Ganondorf to abuse his solid edgeguarding. Lastly, as much as rage improves Ganondorf's KO potential, his highly exploitable recovery and lack of practical KO setups means that he does not benefit as much from rage as other heavyweights or even some lighter weight characters, and it can naturally work against him by giving his opponent greater KO potential. | ||
Overall, Ganondorf is considered a better and more rewarding character overall compared to how he was in ''Brawl'' as his damage output and KO potential are greater overall and he even has one of the most positive buff:nerf ratios out of the entire cast. However, this has barely helped his standing on the tier list, due to his weaknesses either not being properly addressed or flat out worsened. His mobility is still abysmal and his frame data remains very poor despite being improved. His recovery was flat out nerfed, meaning that it is still highly exploitable despite the changes to [[air dodge]]s and the ledge mechanics. Ganondorf's down aerial and Flame Choke (his two best moves) have also been considerably nerfed, his defensive game is even worse and the changes to the game's mechanics do not benefit him much at all, especially compared to a majority of the cast. | Overall, Ganondorf is considered a better and more rewarding character overall compared to how he was in ''Brawl'' as his damage output and KO potential are greater overall and he even has one of the most positive buff:nerf ratios out of the entire cast. However, this has barely helped his standing on the tier list, due to his weaknesses either not being properly addressed or flat out worsened. His mobility is still abysmal and his frame data remains very poor despite being improved. His recovery was flat out nerfed, meaning that it is still highly exploitable despite the changes to [[air dodge]]s and the ledge mechanics. Ganondorf's down aerial and Flame Choke (his two best moves) have also been considerably nerfed, his defensive game is even worse and the changes to the game's mechanics do not benefit him much at all, especially compared to a majority of the cast. | ||
Ganondorf still largely plays a ''Brawl'' esque game, where he largely has to rely on winning neutral (with his neutral being among the worst due to his large size and abysmal speed giving him a ton of trouble approaching), just to get one or two hits (in addition to having one of the worst disadvantage states) while other characters with far superior neutral games gain a much greater reward for winning neutral, while also being in a less exploitable spot when losing neutral. Because of this, Ganondorf still struggles with most of the cast. While his overall matchup spread is not as poor as it was in ''Brawl'', it is still very poor, as he still loses most matchups as most of the cast can still abuse his extremely slow speed and large size to their advantage. | Ganondorf still largely plays a ''Brawl'' esque game, where he largely has to rely on winning neutral (with his neutral being among the worst due to his large size and abysmal speed giving him a ton of trouble approaching), just to get one or two hits (in addition to having one of the worst disadvantage states) while other characters with far superior neutral games gain a much greater reward for winning neutral, while also being in a less exploitable spot when losing neutral. Because of this, Ganondorf still struggles with most of the cast. While his overall matchup spread is not as poor as it was in ''Brawl'', it is still very poor, as he still loses most matchups as most of the cast can still abuse his extremely slow speed and large size to their advantage. | ||
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*{{change|Ganondorf's design has slightly changed. His head, eyes, nose and ears have been slightly re-proportioned, and he now sports his glowing chest wound from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}''. Additionally, his {{s|wikipedia|epaulette}}s have been slightly redesigned. Lastly, the aesthetic used in ''Smash 4'' has resulted in Ganondorf's attire being slightly more vibrant. Altogether, these changes make him appear significantly more in line with his appearance in ''Twilight Princess''.}} | *{{change|Ganondorf's design has slightly changed. His head, eyes, nose and ears have been slightly re-proportioned, and he now sports his glowing chest wound from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}''. Additionally, his {{s|wikipedia|epaulette}}s have been slightly redesigned. Lastly, the aesthetic used in ''Smash 4'' has resulted in Ganondorf's attire being slightly more vibrant. Altogether, these changes make him appear significantly more in line with his appearance in ''Twilight Princess''.}} | ||
*{{change|Ganondorf's eye color is slightly subdued, and his cape is now tattered instead of frayed. These changes are unique to ''Smash 4''.}} | *{{change|Ganondorf's eye color is slightly subdued, and his cape is now tattered instead of frayed. These changes are unique to ''Smash 4''.}} | ||
*{{change|Ganondorf has received | *{{change|Ganondorf has received three new [[alternate costume]]s.}} | ||
*{{change|Ganondorf is significantly more expressive. As the corners of his mouth no longer open, he now consistently scowls and has slightly pursed lips when he vocalizes. Numerous actions also result in Ganondorf angrily clenching his teeth, mockingly smirk, and even look puzzled and contemplative.}} | *{{change|Ganondorf is significantly more expressive. As the corners of his mouth no longer open, he now consistently scowls and has slightly pursed lips when he vocalizes. Numerous actions also result in Ganondorf angrily clenching his teeth, mockingly smirk, and even look puzzled and contemplative.}} | ||
*{{change|[[Darkness]]-based attacks have updated visual effects.}} | *{{change|[[Darkness]]-based attacks have updated visual effects.}} | ||
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*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|Neutral attack has less startup (frame 8 → 7) and ending lag (FAF 35 → 29), slightly improving its use as a panic move or as a punishment option.}} | **{{buff|Neutral attack has less startup (frame 8 → 7) and ending lag (FAF 35 → 29), slightly improving its use as a panic move or as a punishment option.}} | ||
**{{buff|Neutral attack deals more damage (5%/7%/9% → 6%/8%/10%), improving the near hit's KO potential.}} | **{{buff|Neutral attack deals more damage (5%/7%/9% → 6%/8%/10%), improving the near hit's KO potential.}} | ||
**{{buff|The far hit has been moved further forward (z offset: 18 → 19), slightly increasing its range.}} | **{{buff|The far hit has been moved further forward (z offset: 18 → 19), slightly increasing its range.}} | ||
**{{nerf|The middle and far hits deal less knockback (40/30 (base), 105 (scaling) → (38/30)/(90/90), hindering their KO potential.}} | **{{nerf|The middle and far hits deal less knockback (40/30 (base), 105 (scaling) → (38/30)/(90/90), hindering their KO potential.}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt's main hit deals more damage (27%/19%/17% → 28%/20%/18%).}} | **{{buff|Up tilt's main hit deals more damage (27%/19%/17% → 28%/20%/18%).}} | ||
**{{buff|The changes to shields significantly benefit up tilt, as the main hit now leads into a guaranteed shield break.}} | **{{buff|The changes to shields significantly benefit up tilt, as the main hit now leads into a guaranteed shield break.}} | ||
**{{buff|The removal of ledge invincibility from ledge regrabs, combined with the introduction of two-framing improves up tilt's edgeguarding potential.}} | **{{buff|The removal of ledge invincibility from ledge regrabs, combined with the introduction of two-framing improves up tilt's edgeguarding potential.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
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*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack has less ending lag (FAF 42 → 38).}} | **{{buff|Dash attack has less ending lag (FAF 42 → 38).}} | ||
**{{buff|The late hit now launches the opponent forwards (100° → 80°). When combined with dash attack's lower ending lag along with the changes to [[hitstun canceling]]/[[Directional Influence]], this grants it combo potential.}} | **{{buff|The late hit now launches the opponent forwards (100° → 80°). When combined with dash attack's lower ending lag along with the changes to [[hitstun canceling]]/[[Directional Influence]], this grants it combo potential.}} | ||
**{{nerf|The clean hit deals less damage (15% → 14%), has decreased base knockback (60 → 50), and launches opponents at a lower angle (105° → 70°), hindering its KO potential.}} | **{{nerf|The clean hit deals less damage (15% → 14%), has decreased base knockback (60 → 50), and launches opponents at a lower angle (105° → 70°), hindering its KO potential.}} | ||
**{{nerf|The clean hit has a smaller hitbox (7.3u → 7u).}} | **{{nerf|The clean hit has a smaller hitbox (7.3u → 7u).}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash's far hit has higher base knockback on all angles (30 → 35).}} | **{{buff|Forward smash's far hit has higher base knockback on all angles (30 → 35).}} | ||
**{{nerf|Ganondorf no longer lunges farther when performing a pivoted forward smash, significantly hindering its approach and whiff punishment potential.}} | **{{nerf|Ganondorf no longer lunges farther when performing a pivoted forward smash, significantly hindering its approach and whiff punishment potential.}} | ||
*Upward angled forward smash: | *Upward angled forward smash: | ||
**{{buff|Upward angled forward smash launches opponents at a lower angle (45° → 40°).}} | **{{buff|Upward angled forward smash launches opponents at a lower angle (45° → 40°).}} | ||
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***{{buff|Additionally, since neutral aerial uses the same animation but a portion of it is sped up, this also reduces neutral aerial's aniamtion length (59 frames → 56).}} | ***{{buff|Additionally, since neutral aerial uses the same animation but a portion of it is sped up, this also reduces neutral aerial's aniamtion length (59 frames → 56).}} | ||
**{{buff|Neutral aerial auto-cancels earlier (frame 41 → 38).}} | **{{buff|Neutral aerial auto-cancels earlier (frame 41 → 38).}} | ||
**{{buff|The first kick's leg hitboxes (and the foot hitbox against aerial opponents) have drastically lower knockback scaling (100 → 30) and they have altered angles (55°/60°/65° → 55°/70°/100°), which along with the second hit's lower startup lag, makes neutral aerial connect much more reliably at higher percents.}} | **{{buff|The first kick's leg hitboxes (and the foot hitbox against aerial opponents) have drastically lower knockback scaling (100 → 30) and they have altered angles (55°/60°/65° → 55°/70°/100°), which along with the second hit's lower startup lag, makes neutral aerial connect much more reliably at higher percents.}} | ||
***{{nerf|However, these changes make neutral aerial connect even less reliably at lower percents.}} | ***{{nerf|However, these changes make neutral aerial connect even less reliably at lower percents.}} | ||
**{{change|The first kick's foot hitbox has increased base knockback against grounded opponents (30 (base), 100 (scaling) → 50/110) and now uses weight-independent knockback. This improves its spacing potential, but hinders its already poor ability to link into the second hit.}} | **{{change|The first kick's foot hitbox has increased base knockback against grounded opponents (30 (base), 100 (scaling) → 50/110) and now uses weight-independent knockback. This improves its spacing potential, but hinders its already poor ability to link into the second hit.}} | ||
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**{{nerf|Down aerial has lower base knockback (30 → 20).}} | **{{nerf|Down aerial has lower base knockback (30 → 20).}} | ||
**{{nerf|The sweetspot deals less damage (22% → 19%), considerably hindering its KO potential.}} | **{{nerf|The sweetspot deals less damage (22% → 19%), considerably hindering its KO potential.}} | ||
***{{buff|However, this does also improve its combo potential at higher percents.}} | ***{{buff|However, this does also improve its combo potential at higher percents.}} | ||
**{{nerf|Down aerial can no longer auto-cancel in a short hop due to Ganondorf's lower short hop. This significantly hinders its reliability as a combo tool (due to the much greater difficulty/risk of frame canceling), as well as its safety.}} | **{{nerf|Down aerial can no longer auto-cancel in a short hop due to Ganondorf's lower short hop. This significantly hinders its reliability as a combo tool (due to the much greater difficulty/risk of frame canceling), as well as its safety.}} | ||
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**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}} | **{{buff|Floor attacks have less ending lag (FAF 50 → 46).}} | ||
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}} | **{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}} | ||
**{{nerf|Floor attacks have less intangibility (frames 1-27 (front)/1-29 (back) → 1-22/1-24).}} | **{{nerf|Floor attacks have less intangibility (frames 1-27 (front)/1-29 (back) → 1-22/1-24).}} | ||
*Front floor attack: | *Front floor attack: | ||
**{{nerf|Front floor attack launches opponents at a higher angle (361° → 48°).}} | **{{nerf|Front floor attack launches opponents at a higher angle (361° → 48°).}} | ||
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**{{buff|Edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}} | **{{buff|Edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}} | ||
**{{nerf|Edge attack deals less damage (10% → 8%).}} | **{{nerf|Edge attack deals less damage (10% → 8%).}} | ||
**{{nerf|Edge attack has less intangibility (frames 1-22 → 1-21).}} | **{{nerf|Edge attack has less intangibility (frames 1-22 → 1-21).}} | ||
**{{nerf|Edge attack has a shorter duration (frames 24-28 → 24-26).}} | **{{nerf|Edge attack has a shorter duration (frames 24-28 → 24-26).}} | ||
**{{nerf|Edge attack now uses one extended hitbox, rather than multiple normal hitboxes, which gives the move less horizontal and vertical range.}} | **{{nerf|Edge attack now uses one extended hitbox, rather than multiple normal hitboxes, which gives the move less horizontal and vertical range.}} | ||
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**{{buff|Flame Choke deals more damage (9% (grounded)/12% (aerial) → 12/15%).}} | **{{buff|Flame Choke deals more damage (9% (grounded)/12% (aerial) → 12/15%).}} | ||
**{{buff|Grounded Flame Choke has more range (z offset: 4.5 (grounded)/4.2 (grounded and aerial) → 7.2/7.5).}} | **{{buff|Grounded Flame Choke has more range (z offset: 4.5 (grounded)/4.2 (grounded and aerial) → 7.2/7.5).}} | ||
**{{buff|Aerial Flame has more range (z offset: 6.5 → 7.5).}} | **{{buff|Aerial Flame has more range (z offset: 6.5 → 7.5).}} | ||
**{{buff|[[Ganoncide]] always KOs the opponent before Ganondorf, instead of at the same time or after, meaning Ganondorf will always win if he lands a Ganoncide on the opponent's last stock.}} | **{{buff|[[Ganoncide]] always KOs the opponent before Ganondorf, instead of at the same time or after, meaning Ganondorf will always win if he lands a Ganoncide on the opponent's last stock.}} | ||
**{{change|Aerial Flame Choke is now a [[stall-then-fall]] and removes all forward momentum, making it easier to steer backward, but covering less distance forward. While this makes off-stage Ganonciding easier, it makes returning to the stage and attempting to Ganoncide while facing the ledge much harder.}} | **{{change|Aerial Flame Choke is now a [[stall-then-fall]] and removes all forward momentum, making it easier to steer backward, but covering less distance forward. While this makes off-stage Ganonciding easier, it makes returning to the stage and attempting to Ganoncide while facing the ledge much harder.}} | ||
**{{nerf|Grounded Flame Choke can now be [[tech]]ed, significantly hindering its [[tech-chasing]] potential, removing its guaranteed followups and forcing Ganondorf to rely on hard reads.}} | **{{nerf|Grounded Flame Choke can now be [[tech]]ed, significantly hindering its [[tech-chasing]] potential, removing its guaranteed followups and and forcing Ganondorf to rely on hard reads.}} | ||
**{{nerf|The removal of grab armor makes Flame Choke easier to intercept, as traded blows will interrupt the grab (although its increased range somewhat compensates for this). This makes Ganonciding slightly more difficult to perform and thus, hinders Ganondorf's approach potential and recovery.}} | **{{nerf|The removal of grab armor makes Flame Choke easier to intercept, as traded blows will interrupt the grab (although its increased range somewhat compensates for this). This makes Ganonciding slightly more difficult to perform and thus, hinders Ganondorf's approach potential and recovery.}} | ||
*[[Dark Dive]]: | *[[Dark Dive]]: | ||
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**{{buff|The loop hits deal more damage (1% → 1.2%).}} | **{{buff|The loop hits deal more damage (1% → 1.2%).}} | ||
**{{change|The loop hits are positioned much closer to Ganondorf (y/z offsets: 14/7 → 9/0).}} | **{{change|The loop hits are positioned much closer to Ganondorf (y/z offsets: 14/7 → 9/0).}} | ||
**{{buff|The throw deals more damage (7% → 9%) and has increased knockback scaling (82 → 90), improving its KO potential.}} | **{{buff|The throw deals more damage (7% → 9%) and has increased knockback scaling (82 → 90), improving its KO potential.}} | ||
**{{bugfix|[[Hitstun cancelling]] now properly applies to opponents released by Dark Dive.}} | **{{bugfix|[[Hitstun cancelling]] now properly applies to opponents released by Dark Dive.}} | ||
***{{buff|This prevents opponents from being able to attack Ganondorf after he releases them, making it much safer to use.}} | ***{{buff|This prevents opponents from being able to attack Ganondorf after he releases them, making it much safer to use.}} | ||
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**{{nerf|The removal of grab armor removes the minimal protection Dark Dive provided. When combined with this also applying to Flame Choke, this hinders Flame Choke's safety and recovery potential.}} | **{{nerf|The removal of grab armor removes the minimal protection Dark Dive provided. When combined with this also applying to Flame Choke, this hinders Flame Choke's safety and recovery potential.}} | ||
*[[Wizard's Foot]]: | *[[Wizard's Foot]]: | ||
**{{buff|Grounded Wizard's Foot deals more damage (12%/10% → 14%/12%), improving its KO potential.}} | **{{buff|Grounded Wizard's Foot deals more damage (12%/10% → 14%/12%), improving its KO potential.}} | ||
**{{buff|Grounded Wizard's Foot's hitboxes are positioned further out (z position -3/-2/2 → 0/-3/6), significantly increasing its range, with the hitboxes now actually matching the kick.}} | **{{buff|Grounded Wizard's Foot's hitboxes are positioned further out (z position -3/-2/2 → 0/-3/6), significantly increasing its range, with the hitboxes now actually matching the kick.}} | ||
**{{change|Grounded Wizard's Foot has a slightly different animation: the kick is slightly higher (although the move still hits at the same altitude), and Ganondorf enters a three-point landing pose when the move ends.}} | **{{change|Grounded Wizard's Foot has a slightly different animation: the kick is slightly higher (although the move still hits at the same altitude), and Ganondorf enters a three-point landing pose when the move ends.}} | ||
**{{change|Due to the changes to the animation transition frame, Ganondorf now immediately lands on the ground after the aerial ending animation if he is on stage and he performs an action instead of staying in an aerial state for one frame before landing.}} | **{{change|Due to the changes to the animation transition frame, Ganondorf now immediately lands on the ground after the aerial ending animation if he is on stage and he performs an action instead of staying in an aerial state for one frame before landing.}} | ||
***{{buff|This allows Ganondorf to instantly shield, attack or perform any other ground action without having to go through his hard landing lag animation.}} | ***{{buff|This allows Ganondorf to instantly shield, attack or perform any other ground action without having to go through his hard landing lag animation.}} | ||
***{{nerf|However, this also prevents Ganondorf from immediately being able to double jump, use his aerial options or immediately land with Wizard's Foot.}} | ***{{nerf|However, this also prevents Ganondorf from immediately being able to double jump, use his aerial options or immediately land with Wizard's Foot.}} | ||
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|ftiltdmg=13% (foot), 12% (leg) | |ftiltdmg=13% (foot), 12% (leg) | ||
|ftiltdesc=A front kick. Good [[start-up]] with high [[semi-spike]] knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries. However, its range is rather poor, with his neutral attack being able to outreach it. Based on the kick used by himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''. | |ftiltdesc=A front kick. Good [[start-up]] with high [[semi-spike]] knockback, making it a powerful edgeguarding option against characters with minimal horizontal recoveries. However, its range is rather poor, with his neutral attack being able to outreach it. Based on the kick used by himself and other large, sword-wielding enemies in ''The Legend of Zelda: Twilight Princess''. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=28% (leg), 20%/18% (explosion) | |utiltdmg=28% (leg), 20%/18% (explosion) | ||
|utiltdesc=A delayed axe kick that produces an explosion. While it is the strongest up tilt in the game, its immense 81 frames of starting lag make it the game's slowest standard move, thus an extreme "high risk, high reward" option. Although weaker and slower than a Warlock Punch, it has [[vacuum]] properties on frames 6-70, a disjointed hitbox that can reach past ledges, and is still incredibly powerful, with the sweetspot being infamous for instantly shattering full [[shield]]s and KOing at very low percentages when near the edge, therefore becoming one of Ganondorf's best [[edgeguard]]ing options if used wisely. | |utiltdesc=A delayed axe kick that produces an explosion. While it is the strongest up tilt in the game, its immense 81 frames of starting lag make it the game's slowest standard move, thus an extreme "high risk, high reward" option. Although weaker and slower than a Warlock Punch, it has [[vacuum]] properties on frames 6-70, a disjointed hitbox that can reach past ledges, and is still incredibly powerful, with the sweetspot being infamous for instantly shattering full [[shield]]s and KOing at very low percentages when near the edge, therefore becoming one of Ganondorf's best [[edgeguard]]ing options if used wisely. | ||
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|fsname=Beast Ganon | |fsname=Beast Ganon | ||
|fsdmg=10%/5% (appearance), 10% (paralyze), 40%/30% (charge) | |fsdmg=10%/5% (appearance), 10% (paralyze), 40%/30% (charge) | ||
|fsdesc=Transforms into Ganon, his demonic beast form and rams into the opponent. Opponents too close upon its activation are buried, whereas those otherwise will be [[paralyze]]d if they are in front of him. | |fsdesc=Transforms into Ganon, his demonic beast form and rams into the opponent. Opponents too close upon its activation are buried, whereas those otherwise will be [[paralyze]]d if they are in front of him. | ||
}} | }} | ||
===[[Announcer]] call=== | ===[[Announcer]] call=== | ||
{{ | {{incomplete|Needs announcer calls from other languages.}} | ||
<gallery> | <gallery> | ||
Ganondorf English Announcer SSB4-SSBU.wav|English/Japanese | Ganondorf English Announcer SSB4-SSBU.wav|English/Japanese | ||
</gallery> | </gallery> | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
{{appearance | {{appearance | ||
|desc=Emerges from a portal of dark magic | |desc=Emerges from a portal of dark magic. | ||
|char=Ganondorf | |char=Ganondorf | ||
|game=SSB4}} | |game=SSB4}} | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3112 | |set10=3112 | ||
}} | }} | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''See also: [[:Category:Ganondorf | ''See also: [[:Category:Ganondorf professionals (SSB4)]]'' | ||
*{{Sm|Adom|Israel}} - One of the best Ganondorf players in the world. Placed 9th at {{Trn|Syndicate 2017}} and {{Trn|Deflagration}} as well as 25th at {{Trn|Battle Arena Melbourne 10}} with wins over players such as {{Sm|quiK}}, {{Sm|Fire}}, and {{Sm|Cyro}}. Ranked 46th on the [[European Smash 4 Power Rankings]]. | *{{Sm|Adom|Israel}} - One of the best Ganondorf players in the world. Placed 9th at {{Trn|Syndicate 2017}} and {{Trn|Deflagration}} as well as 25th at {{Trn|Battle Arena Melbourne 10}} with wins over players such as {{Sm|quiK}}, {{Sm|Fire}}, and {{Sm|Cyro}}. Ranked 46th on the [[European Smash 4 Power Rankings]]. | ||
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*{{Sm|Rickles|USA}} - One of the best Ganondorf players in the world. Placed 9th at {{Trn|Rebirth X}}, 13th at {{Trn|Frosty Faustings IX}}, and 49th at both {{Trn|2GGC: MkLeo Saga}} and {{Trn|2GG: Hyrule Saga}} with wins over {{Sm|tyroy}} and {{Sm|k9sbruce}}. | *{{Sm|Rickles|USA}} - One of the best Ganondorf players in the world. Placed 9th at {{Trn|Rebirth X}}, 13th at {{Trn|Frosty Faustings IX}}, and 49th at both {{Trn|2GGC: MkLeo Saga}} and {{Trn|2GG: Hyrule Saga}} with wins over {{Sm|tyroy}} and {{Sm|k9sbruce}}. | ||
== | ===Tier placement and history=== | ||
Public consensus on Ganondorf in ''Smash 4'' has risen and fallen throughout the game's history despite his numerous direct buffs. Hopes were high when the game was released due to the very noticeable buffs and the very large benefit of the change of mechanics, with some players often drawing comparisons to his ''Melee'' self. Players such as {{Sm|Gungnir}} and {{Sm|Matt Hazard}} were already earning impressive results, such as the latter defeating {{Sm|Mew2King}} in a now-infamous ''3DS'' set. This excitement, however would gradually disappear following the Wii U release, as while many characters like {{SSB4|Sheik}} and {{SSB4|Diddy Kong}} benefited from the discovery of new tech and a better controller setup, Ganondorf did not benefit as much from the new mechanics as many would have thought. Even despite numerous buffs between game updates, the metagame continued to develop, leaving Ganondorf behind for the most part, which inevitably led to his 54th placing in the bottom tier of the first ''4BR'' [[tier list]]. | |||
Despite this, Ganondorf proved to be surprisingly popular in competitive play for a bottom-tier character, gaining a reputation as a "disrespectful" character thanks to his low-tier standing, extravagant punishes, and hefty damage output. As such, he has garnered noticeably better results compared to most other bottom-tiered characters (and even outplacing certain low-tiered ones such as {{SSB4|Dr. Mario}} and {{SSB4|Wii Fit Trainer}}), especially in Japan and Eastern Canada, both places of where there is a surprisingly large number of Ganondorf players. This resulted in Ganondorf holding the third-worst position on the second tier list, at 56th (due to the inclusion of {{SSB4|Corrin}} and {{SSB4|Bayonetta}}). Thanks to big advancements to his metagame, as well as still having good results for a poorly regarded character, Ganondorf was ranked 53rd on the third tier list, allowing him to rise out of the "bottom five" position; furthermore, with the abolishment of the "bottom" tier ranking, Ganondorf was then ranked as a low-tier character. However, while Ganondorf gained a notable result in [[Umebura Japan Major 2017]] with Gungnir placing 17th with solo Ganon (also upsetting {{Sm|Earth}} during the tournament), and he retains his placing at 53rd on the fourth and current tier list, this placing is now notable for not only having Ganondorf share the spot with {{SSB4|Zelda}}, but also dropping back to being the second worst character alongside her, after the exclusion of Miis from the most recent tier list. | |||
Altogether, Ganondorf has improved notably from his ''Brawl'' incarnation, where he was not only considered the worst character, but he was indisputably a bottom-tier character and his worst matchups were far more difficult to win than most bad matchups in the game. While Ganondorf was consistently ranked either among or barely outside of the bottom five characters on the Western and European scenes, the Japanese scene is more optimistic about the character, especially after Gungnir's high placing. As such, Ganondorf's true tier placing has remained in contention throughout the game's competitive lifespan, though he is still generally seen as non-viable in high-level play. | |||
==[[Trophies]]== | |||
:'''Ganondorf''' | |||
::{{flag|ntsc}} ''The King of Evil that awaits Link at the end of most of his adventures. Ganondorf possesses the Triforce of Power. In Smash Bros., he makes up for his low speed with devastating power. The strength of his blows can knock back most opponents. Get close with a dash attack, and pummel your foes!'' | |||
==={{ | ::{{flag|pal}} ''The King of Evil is Link's arch-nemesis in most games in the Legend of Zelda series. With the Triforce of Power at his disposal, he's a fearsome opponent. In this game, his mighty attacks have so much impact, they easily make up for his slow speed, and his launching ability is extra impressive! Rush in when the enemy's open and strike hard.'' | ||
{{Trophy games|console1=n64|game1=The Legend of Zelda: Ocarina of Time (11/1998)|console2=wii|game2=The Legend of Zelda: Twilight Princess (11/2006)}} | |||
:'''Ganondorf (Alt.)''' | |||
::{{flag|ntsc}} ''Being the powerhouse that he is, the King of Evil is a great choice for free-for-alls. His Warlock Punch delivers a thunderous, dark-energy-fueled blow from his left hand. Unfortunately, left-handed dark-energy-fueled blows take some time to charge. You can turn to face someone as they cowardly try to hit you from behind.'' | |||
::{{Flag|Pal}} ''Being the powerhouse that he is, the King of Evil is a great choice for free-for-alls. His Warlock Punch focuses dark energy into his left hand to deliver a thunderous back-hander. Unfortunately, focusing all that energy takes time. If someone sneaks behind you just as you start the move, quickly try to turn around.'' | |||
{{Trophy games|console1=n64|game1=The Legend of Zelda: Ocarina of Time (11/1998)|console2=wii|game2=The Legend of Zelda: Twilight Princess (11/2006)}} | |||
:'''Beast Ganon''' | |||
::{{Flag|North America}} ''For Ganondorf's Final Smash, he morphs into a beast and attacks. As soon as he's transformed, he buries nearby fighters in the ground and then stuns them with his roar. Finally, he charges forward, dealing heavy damage and launching anyone in his way. Any foes buried by the first strike are doomed to be hit by the rest. '' | |||
::{{Flag|Pal}} ''For Ganondorf's Final Smash, he morphs into a beast and attacks. As soon as he's transformed, he buries fighters nearby in the ground, then stuns them with his roar. Finally, he charges forward, dealing heavy damage and launching anyone in his way. Any foes who are buried by the first strike are guaranteed to be hit by the rest. '' | |||
<center> | |||
<gallery> | |||
GanondorfTrophy3DS.png|Classic (3DS) | |||
GanondorfAltTrophy3DS.png|Alt. (3DS) | |||
GanondorfTrophyWiiU.png|Classic (Wii U) | |||
GanondorfAltTrophyWiiU.png|Alt. (Wii U) | |||
BeastGanonTrophyWiiU.png|[[Beast Ganon]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | |||
===Solo Events=== | |||
*'''[[A Fated Battle]]''': Ganondorf appears as an opponent that {{SSB4|Link}} must defeat in a two stock battle. If the battle lasts through the third portion, two [[Dark Link]]s will appear. | *'''[[A Fated Battle]]''': Ganondorf appears as an opponent that {{SSB4|Link}} must defeat in a two stock battle. If the battle lasts through the third portion, two [[Dark Link]]s will appear. | ||
*'''[[All-Star Battle: Melee]]''': Ganondorf is one of the eight opponents that must be defeated. All opponents debuted in ''Melee''. | *'''[[All-Star Battle: Melee]]''': Ganondorf is one of the eight opponents that must be defeated. All opponents debuted in ''Melee''. | ||
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*'''[[The Destroyer Cometh]]''': Palutena must defeat a giant Ganondorf and two other Ganondorfs before they destroy all the terrain on [[Skyworld]]. | *'''[[The Destroyer Cometh]]''': Palutena must defeat a giant Ganondorf and two other Ganondorfs before they destroy all the terrain on [[Skyworld]]. | ||
*'''{{SSB4|The Final Battle}}''': The player must defeat Ganondorf, Bowser and {{SSB4|King Dedede}}. | *'''{{SSB4|The Final Battle}}''': The player must defeat Ganondorf, Bowser and {{SSB4|King Dedede}}. | ||
===Co-op Events=== | |||
*'''[[Final Battle Team-Up]]''': Ganondorf is one of the opponents that must be defeated. | *'''[[Final Battle Team-Up]]''': Ganondorf is one of the opponents that must be defeated. | ||
*'''[[Mirror Magic]]''': {{SSB4|Lucina}} and {{SSB4|Ike}} must defeat Ganondorf, who is aided by a giant metal shadow Lucina and Ike. | *'''[[Mirror Magic]]''': {{SSB4|Lucina}} and {{SSB4|Ike}} must defeat Ganondorf, who is aided by a giant metal shadow Lucina and Ike. | ||
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | *'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | ||
*'''[[Unlikely Allies]]''': Ganondorf and Palutena must defeat sixteen {{SSB4|Mr. Game & Watch}}es. | *'''[[Unlikely Allies]]''': Ganondorf and Palutena must defeat sixteen {{SSB4|Mr. Game & Watch}}es. | ||
==[[Alternate costume (SSB4)#Ganondorf|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Ganondorf|Alternate costumes]]== | ||
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<gallery> | <gallery> | ||
Ganondorf amiibo.png|Ganondorf's [[amiibo]]. | Ganondorf amiibo.png|Ganondorf's [[amiibo]]. | ||
SSB4 Ganondorf Screen-1.jpg|On [[Battlefield]]. | SSB4 Ganondorf Screen-1.jpg|On [[Battlefield]]. | ||
SSB4 Ganondorf Screen-2.jpg|Using [[Flame Choke]] on {{SSB4|Link}} on [[Final Destination]]. | SSB4 Ganondorf Screen-2.jpg|Using [[Flame Choke]] on {{SSB4|Link}} on [[Final Destination]]. | ||
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==Trivia== | ==Trivia== | ||
*''Super Smash Bros. 4'' is the first entry in the series to have Ganondorf utilize [[List of swords#Sword of the Sages|his sword]] as an attack, albeit as a [[Character customization|custom special]], [[Ganondorf (SSB4)/Neutral special/Custom 1|Warlock Blade]]. | *''Super Smash Bros. 4'' is the first entry in the series to have Ganondorf utilize [[List of swords#Sword of the Sages|his sword]] as an attack, albeit as a [[Character customization|custom special]], [[Ganondorf (SSB4)/Neutral special/Custom 1|Warlock Blade]]. | ||
*''Super Smash Bros. for Nintendo 3DS'' is the first game where Ganondorf is unlocked on a stage other than [[Final Destination]]. | *''Super Smash Bros. for Nintendo 3DS'' is the first game where Ganondorf is unlocked on a stage other than [[Final Destination]]. |